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Sources “Gamification.” Oxforddictionaries.com. N.p., n.d. Web. 26 June 2013. <http://oxforddictionaries.com/us/definition/american_english/gamification?q=gamification>. “Gamification.” Wikipedia. Wikimedia Foundation, 31 May 2013. Web. 03 June 2013. <http://en.wikipedia.org/wiki/Gamification>. “Newsroom.” Gartner Says By 2015, More Than 50 Percent of Organizations That Manage Innovation Processes Will Gamify Those Processes. N.p., 12 Apr. 2011. Web. 06 June 2013. <http://www.gartner.com/newsroom/id/1629214>. “Welcome to the Listening Post!” Gamification Is More Than Just Fun and Games. N.p., n.d. Web. 26 June 2013. <http://blog.vovici.com/blog/bid/60806/Gamification-is-More-Than-Just-Fun-and-Games>. Zichermann, Gabe. “Gamification: The Hard Truths.” The Huffington Post. TheHuffingtonPost.com, 23 Jan. 2013. Web. 26 June 2013. <http://www.huffingtonpost.com/gabe-zichermann/gamification_b_2516376.html>. “Gamification 2020: What Is the Future of Gamification? | 2226015.” Gamification 2020: What Is the Future of Gamification? | 2226015. N.p., n.d. Web. 27 June 2013. <http://www.gartner.com/DisplayDocument?doc_cd=237457>. Zichermann, Gabe. “Beyond the Hype: 5 Ways That Big Companies Are Using Gamification — Tech News and Analysis.” GigaOM. N.p., 27 Jan. 2013. Web. 06 June 2013. <http://gigaom.com/2013/01/27/beyond-the-hype-5-ways-that-big-companies-are-using-gamification/>. “Mashable.” Mashable. N.p., n.d. Web. 27 June 2013. <http://mashable.com/2012/06/15/gamification-business-evolution/>. www.4imprint.com Infographic created by www.4imprint.com, based on the Gamification Blue Paper ® . Download Blue Paper at: http://info.4imprint.com/bluepapers/gamification/ You may reproduce and distribute this infographic in its entirety. You may not create derivative works. (Licensed under the Creative Commons: http://creativecommons.org/licenses/by-nd/3.0/) Gam i fi ca tion (mifә’kāSHәn) noun the application of typical elements of game playing (e.g. point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service Real-life game example Pick a card! Gamification solves real-world problems Gamification is the next big thing Problem: Speeding Game: Speed Camera Lottery Drivers’ license plates are photographed. Speeders are sent a ticket—their fine money goes into a pot. Those driving the speed limit are entered into a lottery to win that pot. Results: Speeding decreased 22% Move ahead 3 spaces! Gamification in the U.S. 2013 $500 million 2015 $2 billion 70% will use gamification Global 2000 organizations in 2014 By 2015, more than half of organizations that manage innovation processes will use gamification. Gamify your business Top 5 areas of your business to gamify 1 2 3 4 5 Recruitment and hiring Employee training and development Employee feedback Health and wellness Creating new profit centers Elements of gamification Engagement and loyalty increase 30% when using gamification. Extra Turn! Gamification improves $ Gamification takes the hard stuff and makes it fun! Awards Prizes Leaderboards Points Contests Badges Things to track • User participation • Daily activities • Users by achievement and levels Gamification analytics User engagement Learning Timeliness Data quality ROI Gamification Gamification Example

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Sources“Gamification.” Oxforddictionaries.com. N.p., n.d. Web. 26 June 2013. <http://oxforddictionaries.com/us/definition/american_english/gamification?q=gamification>.

“Gamification.” Wikipedia. Wikimedia Foundation, 31 May 2013. Web. 03 June 2013. <http://en.wikipedia.org/wiki/Gamification>.

“Newsroom.” Gartner Says By 2015, More Than 50 Percent of Organizations That Manage Innovation Processes Will Gamify Those Processes. N.p., 12 Apr. 2011. Web. 06 June 2013. <http://www.gartner.com/newsroom/id/1629214>.

“Welcome to the Listening Post!” Gamification Is More Than Just Fun and Games. N.p., n.d. Web. 26 June 2013. <http://blog.vovici.com/blog/bid/60806/Gamification-is-More-Than-Just-Fun-and-Games>.

Zichermann, Gabe. “Gamification: The Hard Truths.” The Huffington Post. TheHuffingtonPost.com, 23 Jan. 2013. Web. 26 June 2013. <http://www.huffingtonpost.com/gabe-zichermann/gamification_b_2516376.html>.

“Gamification 2020: What Is the Future of Gamification? | 2226015.” Gamification 2020: What Is the Future of Gamification? | 2226015. N.p., n.d. Web. 27 June 2013. <http://www.gartner.com/DisplayDocument?doc_cd=237457>.

Zichermann, Gabe. “Beyond the Hype: 5 Ways That Big Companies Are Using Gamification — Tech News and Analysis.” GigaOM. N.p., 27 Jan. 2013. Web. 06 June 2013. <http://gigaom.com/2013/01/27/beyond-the-hype-5-ways-that-big-companies-are-using-gamification/>.

“Mashable.” Mashable. N.p., n.d. Web. 27 June 2013. <http://mashable.com/2012/06/15/gamification-business-evolution/>.

www.4imprint.com

Infographic created by www.4imprint.com, based on the Gamification Blue Paper®. Download Blue Paper at:http://info.4imprint.com/bluepapers/gamification/

You may reproduce and distribute this infographic in its entirety. You may not create derivative works. (Licensed under the Creative Commons: http://creativecommons.org/licenses/by-nd/3.0/)

Gam•i•fi•ca•tion (gāmifә’kāSHәn)

noun

the application of typical elements of game playing (e.g. point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service

Real-life game example

Pick a card!

Gamification solves real-world problems

Gamification is the next big thing

Problem: Speeding

Game: Speed Camera Lottery

Drivers’ license plates are

photographed. Speeders are

sent a ticket—their fine money

goes into a pot. Those driving

the speed limit are entered

into a lottery to win that pot.Results: Speeding

decreased 22%Move ahead 3 spaces!

Gamification in the U.S.

2013

$500million

2015

$2billion

70% will use gamification

Global 2000 organizations in 2014

By 2015, more than half of organizations that manage innovation processes will use gamification.

Gamify your business

Top 5 areas of your business to gamify

1

2

3

45

Recruitmentand hiring

Employee trainingand development Employee

feedback

Healthand wellness

Creating newprofit centers

Elements of gamification

Engagement and loyalty increase 30% when using gamification.

Extra Turn!

Gamification improves

$

Gamification takes the hard stuff and makes it fun!

Awards

Prizes

Leaderboards

Points

Contests

Badges

Things to track • User participation • Daily activities • Users by achievement and levels

Gamification analytics

User engagement

Learning

Timeliness

Data quality

ROI

Gamification

Gamification Example